C'mon somebody has to have a few creatures worked up besides me.
Goblin Mutant
Large Monstrous Humanoid (Goblin)
Hit Dice: 4d8+16 (34)
Initiative: -1 (-1 Dex)
Speed: 30 Ft
AC: 17 (-1 Size, -1 Dex, +6 Natural, +3 Hide)
Attacks: 1 Claw +9 Melee, Greatsword +5 Melee, 3 Bite +4 Melee
Damage: 1d6+5 Claw, Greatsword 2d6+2, 1d8+2 Bite
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Nil
Special Qualities: Nil
Saves: Fort: +5, Ref: +3, Will: +3
Abilities: Str:20, Dex:8, Con:18 Int: 5, Wis: 8, Cha:7
Skills: Climb +6, Intimidate +6, Jump +6, Listen +4, Move Silently +3, Spot +4
Feats: Toughness, Weapon Focus Greatsword
Climate/Terrain: Mountainous Terrain
Organization: Solitary or Gang (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Goblin mutants are just that, goblins that through the instability of their genes have become something much more fearsome. They stand at over nine feet tall with sickly green skin, blank yellow eyes, which show a feral intelligence little above an animal, and three faces each with huge omnivorous teeth.
They rarely know exactly how large they are. They always think of themselves as one of their smaller cousins, regardless of all physical evidence.
Combat
Their smaller cousins have to lead them into battle as they won’t go themselves. They are used as shock troops mostly, who go into battle and crush all foes infront of them.
Skills: A Goblin Mutant uses it’s Strength modifier for all Intimidate rolls, in addition it gets a +4 racial bonus to all Listen, Move Silently, and Spot checks.
Goblin Mutant Characters
Goblin mutants are only suited for fighting. Most become barbarians, some become rangers, but none are disciplined enough to become fighters.